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lowkey13
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2. Ranged paladins, ho! (For home games of course. Not AL) What character concepts immediately jump to mind? I have some--
WHY DOES 'MELEE WEAPON ATTACK' AND 'ATTACK WITH A MELEE WEAPON' MEAN TWO DIFFERENT THINGS?? WHY GOD, WHY!?!
Did you know that Mike Mearls carries a bag of rats with him to make sure that he always has Vex active?
If a player wanted to be a ranged Paladin I would be happy to help them house rule some class changes.
The simple change would be to add the archery fighting style and remove heavy armor as a proficiency. Any ability or spell that lists 'melee weapon attack' would be replaced with 'ranged weapon attack'.
I would not want them to just add ranged to all their melee abilities. That's just what players want to do when they are just trying to add more power without wanting to give anything up.
The Silver Flame paladins couldn't've stayed all Knightly and used Lances? They're piercing.That in turn was a result of a rules quirk: the main supernatural evil in Eberron are rakshasa, who are highly resistant to damage that does not come from a holy piercing weapon (that in turn was a revamp of their vulnerability to blessed crossbow bolts in AD&D). So Silver Flame paladins and clerics often spend a lot of time on archery practice.
I'm pretty sure sage advice confirmed precisely the opposite: You can't smite when throwing a javelin, but you can smite when clubbing someone with the butt of your crossbow.
The ability to apply abilities and spells that usually require melee, at range is a pretty major bonus: Sounds like the core abilities of a new subclass.If a player wanted to be a ranged Paladin I would be happy to help them house rule some class changes.
The simple change would be to add the archery fighting style and remove heavy armor as a proficiency. Any ability or spell that lists 'melee weapon attack' would be replaced with 'ranged weapon attack'.
I would not want them to just add ranged to all their melee abilities. That's just what players want to do when they are just trying to add more power without wanting to give anything up.
There are a lot more peasants in Eberron than Paladins.The Silver Flame paladins couldn't've stayed all Knightly and used Lances? They're piercing.
Sort of. There are discussions as to whether an improvised weapon actually counts as a weapon or not, but they are best left alone.That's my reading. You can't smite with a javelin or a dart or an arrow. You can smite with a bow but only if you hit someone with it instead of using it to launch an arrow. You can smite with a punch (unarmed attack) and a beer mug (improvised melee weapon).
It's more like debating which straw in which of 40 bales of hay that were dropped on the camel from a C-130 flying at 20,000 ft - because we heard the camel was hungry and figured, after the horse we led to water died of thirst, it wouldn't need all that hay, which we had because, hey, the sun was shining... - actually broke it's back.It's not like this piece topples the building over on it's own. Its more like the straw that broke the camels back.
You think that you are removing something from the character when you do this, but you're actually not. The armor thing is totally irrelevant: the dex based character may as well not have heavy armor proficiency for all that they use it. Similarly with the melee weapon vs ranged weapon. It's not common to actually get pinned in melee, and such a character still has melee weapons they can use. The fact they can't smite isn't that relevant: typically by the time the character is pinned, they've already used whatever resources they were going to dedicate to the fight.
Also fwiw, you can already make a ranged paladin. Dex based paladins do just fine (except for the bizarre multiclassing restrictions 5e has). Ensnaring strike is a 1st level spell that affects your next weapon attack (melee or ranged) and scales (very effectively) by slot level. The only real problem is that you're stuck being a green knight if you want this specific option.
Otherwise you're 'stuck' with branding smite (2nd level) and banishing smite (5th) if you want a vengeance or devotion paladin and are committed to never entering melee. One could argue that the base paladin abilities of the other oaths are more effective for a range paladin though.
Well they are right in one sense...
You can't break the game with ranged attacks anymore than they already have lol.
It's not like this piece topples the building over on it's own. Its more like the straw that broke the camels back.
Paladin is already borderline OP, if not straight up OP. Adding to that power is an obvious no no.
A Paladin that can smite at range is outright better than the existing Paladin.
You're entirely correct that Dex somewhat makes up for the lack of heavy armor, but the main point is/should be that *not entering melee* makes up for lack of heavy armor!
The Paladin is perhaps the strongest (most well-rounded, few noticeable weaknesses) class of all.
Its dependency on melee is one of its few significant drawbacks. Let's keep it that way - don't listen to MMearls...!
The melee rogue should gain damage bonuses.Or...
If there isn't another paladin in the party, then it doesn't matter whether a ranged paladin is better or worse than a melee paladin.
All that matters is whether this ranged paladin is too much better than other characters in the particular party in which he's found, mainly the ones who might also be running an archery build. Because then, yeah... if the ranged paladin greatly outshines the archery ranger or archery rogue, then the player of either of those two builds might find their contribution is being overshadowed. But that's a true possibility of any combination of character classes that overlap, whether or not you introduce or allow a ranged paladin.
A party that includes 3 melee characters, a wizard, and a ranged paladin will find little to no issue that the DM has allowed the paladin PC to work at range. Yes, the ranged PC will do a lot of damage if they smite a lot-- just like the ranged rogue who would do a lot of damage due to Hiding advantage and sneak attack. And if we accept and work around ranged rogues as DMs... to think we'd be incapable of doing the same around a ranged paladin is to not give ourselves enough credit.
So to dismiss the ranged paladin out of hand because of this theoretical "ladder" of potential class power that some players have created in their minds is kind of silly if you ask me. Like anything else... there are a ton of ways a PC will be over- or underpowered, whether or not you believe in some universal "default" power level of all classes and builds. If your PC's story works in this way, and you want to try this new class combo out... then do so. Just like you would any UA playtest class thing. And if the DM finds he needs to either reduce or up the power depending on how it plays, then they can do so as they go along.
Paladin is already borderline OP, if not straight up OP. Adding to that power is an obvious no no.
But if there wasn't? What if you actually looked at this with objective eyes, instead of setting up scenarios that "confirm" your preconceptions...?
What if there's a point when the next batch of players suddenly realize "wait a minute, why are we creating melee builds at all? I know it's a staple of fantasy, but in 5e we can ALL be ranged snowflakes!"